no, the first post shows he updated it.

ya, no relax... maybe ask him for the source code so you can make the
changes? or offer to pay him?

s


On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
[email protected]> wrote:

> Yes i have seen this before, however it is only for 32 bit ? i still think
> it is impressive, but it doesn't have the most important tool the relax
> tool, the one tool that would complete mudbox... so they horde it as a maya
> exclusive...
>
>
> On 9 May 2013 01:07, Steven Caron <[email protected]> wrote:
>
>> for the time being...
>>
>> LivePaint - Ahmidou
>> http://www.si-community.com/community/viewtopic.php?t=1735
>>
>>
>>
>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
>> [email protected]> wrote:
>>
>>> yes building ice in maya does sound excessively enterprising, which is
>>> why i asked if it would be doable as supposed to viable. i'm much more
>>> interested in a simple artisan tool counterpart for softimage
>>>  there would be a nice place for it, right on the shelf beneath the
>>> weight painting tooles :P
>>>
>>>
>>> On 8 May 2013 23:58, Alan Fregtman <[email protected]> wrote:
>>>
>>>> Code in html? They don't do the browser plugin anymore.
>>>>
>>>> You're right about the other things as far as I know though. Write a
>>>> tool in Fabric and it's usable from Maya and Softimage. Their hair system
>>>> example is essentially an example of that. Their viewport integration seems
>>>> to be cross-platform.
>>>>
>>>> They have painting samples already, and a brush API, so it's not so far
>>>> fetched to make an artisan tools clone if you were so inclined, and can
>>>> code.
>>>>
>>>> An ICE clone? That's harder. :p
>>>>
>>>>
>>>>
>>>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>>>> [email protected]> wrote:
>>>>
>>>>> Apologies for resurrecting this topic, only i was chatting to our
>>>>> character fx supervisor about Fabric, and it got me thinking, would it be
>>>>> possible to create something like ice in fabric engine, but for maya? i
>>>>> mean possible, not viable, i don't want to see ice in maya, i was just
>>>>> wondering what are the limits, it sounds like an sdk away from home, could
>>>>> one make deformers operators, could you make a version of artisan sculpt
>>>>> tools for softimage with deformers linked to brushes ? would it all have 
>>>>> to
>>>>> happen in a second interface, or is there a way of integrating it
>>>>> seamlessly with what is already there in maya and softimages UI, also i 
>>>>> was
>>>>> told that you can code in html and the KL core does the heavy lifting is
>>>>> this right ? sorry again if any of this in inacurate
>>>>>
>>>>>
>>>>> On 20 April 2013 21:02, Paul Doyle <[email protected]> wrote:
>>>>>
>>>>>> Don't get me wrong - Yeti is great software, and the guys at
>>>>>> Peregrine are very smart. I was just responding to the comments about
>>>>>> Fabric :)
>>>>>>
>>>>>>
>>>>>> On 20 April 2013 13:33, Sebastien Sterling <
>>>>>> [email protected]> wrote:
>>>>>>
>>>>>>> Hello Paul, i have in fact seen the demo for the hair module, and in
>>>>>>> general the fabric engine looks amazing, up until now i was under the
>>>>>>> impression it was going to be some external application that would 
>>>>>>> instance
>>>>>>> things back into softimage or maya, i was not aware that you intended to
>>>>>>> integrate it into both applications, i'm curious and very eager to see 
>>>>>>> what
>>>>>>> this might look like :)
>>>>>>>
>>>>>>> the thing i like with yeti after having seen it in action is the
>>>>>>> interaction model is really solid, you have a node based editor to build
>>>>>>> your simulation tree where your setting live like ice, but you can also
>>>>>>> come in and comb and tweek the guides manually, its also really cleaver
>>>>>>> about instancing. more to the point its very specifically built for
>>>>>>> "artists" to create production quality hair.
>>>>>>>
>>>>>>>
>>>>>>> On 20 April 2013 18:15, Paul Doyle <[email protected]> wrote:
>>>>>>>
>>>>>>>> Just to clarify - the Creation 
>>>>>>>> modules<http://fabricengine.com/creation-modules/>are designed to be 
>>>>>>>> much more 'out of the box' than the Creation Platform
>>>>>>>> itself (which, as you rightly say, is a tool for building tools). 
>>>>>>>> Right now
>>>>>>>> we're focused on modules for locomotion/crowds (Horde), scene assembly
>>>>>>>> (Stage) and vegetation (Flora).
>>>>>>>>
>>>>>>>> Tufty (the hair module) is on hold at the moment but we'll pick it
>>>>>>>> up again later this year (sooner if someone wants us to build them a 
>>>>>>>> hair
>>>>>>>> system). When it's made available it will provide out of the box
>>>>>>>> functionality, and run standalone as well as inside Maya and Softimage
>>>>>>>> (which I think is a pretty good attempt at " its nice to have a
>>>>>>>> production ready out of the box solution identical and compatible
>>>>>>>> everywhere in the world"). The preview 
>>>>>>>> video<https://vimeo.com/51762811>that we released last year already 
>>>>>>>> showed a viable workflow - we just want
>>>>>>>> to do a lot more with it before we release anything.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On 20 April 2013 11:54, Sebastien Sterling <
>>>>>>>> [email protected]> wrote:
>>>>>>>>
>>>>>>>>> i would have thought the more third party willing to develop on
>>>>>>>>> softimage platform the better, yes the fabric engine looks really
>>>>>>>>> promising, but its still not a "solution" its a tool designed to 
>>>>>>>>> create
>>>>>>>>> other tools, as powerful a tool it is to a TD or coder, in this 
>>>>>>>>> instance
>>>>>>>>> its like replacing ice with something even more sophisticated and
>>>>>>>>> specialised,
>>>>>>>>>
>>>>>>>>> To give you another example, i don't know if any of you have seen
>>>>>>>>> the Psyop ruffle feather engine, that is ice based and amazing, but i 
>>>>>>>>> can't
>>>>>>>>> create somthing like that, we can't all go away for a year or 2 and 
>>>>>>>>> become
>>>>>>>>> TD's in order to build our own little feather systems in ice, 
>>>>>>>>> sometimes its
>>>>>>>>> nice to have a production ready out of the box solution identical and
>>>>>>>>> compatible everywhere in the world.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 20 April 2013 12:48, Nick Angus <[email protected]> wrote:
>>>>>>>>>
>>>>>>>>>>  Have you had a look at fabric engines vimeo page?  They have
>>>>>>>>>> started a fur package probably more as a tech demo at this stage, 
>>>>>>>>>> but they
>>>>>>>>>> may be planning to complete it as a full package.
>>>>>>>>>>
>>>>>>>>>> It would of course be maya/soft compatible, and you know its good
>>>>>>>>>> if Helge Mathee had anything to do with it!
>>>>>>>>>>
>>>>>>>>>> N
>>>>>>>>>>
>>>>>>>>>> Sent from my Windows Phone
>>>>>>>>>>  ------------------------------
>>>>>>>>>> From: Sebastien Sterling <[email protected]>
>>>>>>>>>> Sent: 19/04/2013 7:26 PM
>>>>>>>>>>
>>>>>>>>>> To: [email protected]
>>>>>>>>>> Subject: Yeti for Softimage
>>>>>>>>>>
>>>>>>>>>>     Hello List.
>>>>>>>>>>
>>>>>>>>>>  I just wanted to perform a quick survey of what solutions people
>>>>>>>>>> are using for hair/fur/feathers in softimage these days.
>>>>>>>>>>
>>>>>>>>>>  recently a new tool has become available on the market, its a
>>>>>>>>>> production ready all in one hair/feather solution. it's called Yeti
>>>>>>>>>>
>>>>>>>>>>  http://peregrinelabs.com/yeti/
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>  The hair module in softimage doesn't seem to have aged well, and
>>>>>>>>>> i know what a lot of you are thinking, ice already gives us a 
>>>>>>>>>> multitude of
>>>>>>>>>> ways to develop hair solutions... However, there doesn't seem to be 
>>>>>>>>>> any
>>>>>>>>>> universal go to hair solution for softimage. this can be a problem 
>>>>>>>>>> for
>>>>>>>>>> numerous reasons. and as good as ice is, it's short comings can't be
>>>>>>>>>> ignored (ex: styling tools?)
>>>>>>>>>>
>>>>>>>>>>  I wrote an email to Peregrine asking if there where any plans
>>>>>>>>>> for a port to XSI, they responded as follows:
>>>>>>>>>>
>>>>>>>>>> Hi Sebastien,
>>>>>>>>>>
>>>>>>>>>> Thank you for the great feedback - we have investigated Yeti
>>>>>>>>>> integration for rendering preview which may be available in a later 
>>>>>>>>>> version
>>>>>>>>>> but at this time we're not planning an XSI version of the editing 
>>>>>>>>>> tools.
>>>>>>>>>>  Adding in support for a whole new 3D application is a large task 
>>>>>>>>>> and we
>>>>>>>>>> haven't had enough demand for an XSI version at this stage.  If at 
>>>>>>>>>> some
>>>>>>>>>> point that changes and it looks like a studio may commit to a large 
>>>>>>>>>> number
>>>>>>>>>> of licenses we could afford to do this.
>>>>>>>>>>
>>>>>>>>>>  So yes, i guess I'm asking who would like Yeti to come to
>>>>>>>>>> softimage, and if Not, why?
>>>>>>>>>>
>>>>>>>>>>  good day :)
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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